A concept-driven board game that turns the logo design process into a fast-paced creative challenge.
Designed, illustrated, engineered, tested, and built from scratch as my senior project in college.
What started as “I love board games, what if…?” quickly turned into a full branding, packaging, illustration, and game-mechanics marathon that taught me more than any class ever did.
☝️ WHY I MADE IT
To help design students and creatives practice conceptual thinking, avoid clichés, and embrace constraints while having fun.
💡 THE CONCEPT
Create the first logo-design board game where players receive random brand prompts (client + target audience + location + logo style) and must design a logo — fast.
Players then jump through real design phases:
Research → Industry Insight → Sketching → Design → Presentation → Feedback
Research → Industry Insight → Sketching → Design → Presentation → Feedback
The mechanics blend real-time pressure, creative constraints, random prompts, and ruthless voting—basically a miniature version of real design life. A client throws absurd requirements at you, the clock starts ticking, you present whatever brilliance (or panic) you came up with, and then everyone judges you. You either cry or get better. Perfect educational game.
🎲 GAME OVERVIEW
Players: 3–6
Playtime: 20–60 minutes (you pick the time!)
Skills required: creativity, basic logo design knowledge, and the ability to accept feedback from friends who suddenly become judges.
Playtime: 20–60 minutes (you pick the time!)
Skills required: creativity, basic logo design knowledge, and the ability to accept feedback from friends who suddenly become judges.
Components:
Cards: 100 client | 13 audience | 15 location | 10 logo style | 60 chance
Notepads: 4 with guided prompts
Voting tokens: 6 1st place | 6 2nd place | 6 Worst logo
Others: 6 Pencils | 1 Color pencil set | 1 Custom timer (aka The Bomb)
📊 THE RESULTS
Logoblitz went through multiple rounds of playtesting with students and adults, revealing what worked, what confused people, and what absolutely needed to change (RIP to several discarded mechanics). Those insights shaped a tighter rule system, clearer prompts, refined components, and a more intuitive flow.
The final prototype included full branding, packaging, 100+ illustrated cards, guided notepads, and a 3D-printed timer cube—my proudest overachiever moment. This project taught me more about conceptual design, systems thinking, and user experience than any class ever did, and future versions will likely trade the physical timer for an app and expand gameplay for larger groups… once I recover from the first one.
💪 MY ROLE
Concept development, research, branding, illustration, typography, packaging design, UX thinking, prototyping, testing, production, art direction, project management, and documentation.
🤓 SKILLS USED
Adobe Illustrator, InDesign, After Effects, Photoshop, physical prototyping, Arduino collaboration, creative writing, conceptual thinking.